generate contact when body type changes at runtime, decoupling, add first ray cast hit query to world query (more to add later such as sphere/box/convex casts), hotfix
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@ -61,9 +61,9 @@ public:
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void RayHit()
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{
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if (m_rayHit.m_shape)
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if (m_rayHit.shape)
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{
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if (m_rayHit.m_shape->GetBody() != m_character)
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if (m_rayHit.shape->GetBody() != m_character)
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{
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Test::RayHit();
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}
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@ -72,12 +72,12 @@ public:
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void Step()
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{
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if (m_rayHit.m_shape)
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if (m_rayHit.shape)
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{
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if (m_rayHit.m_shape->GetBody() != m_character)
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if (m_rayHit.shape->GetBody() != m_character)
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{
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b3Vec3 point = m_rayHit.m_point;
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b3Vec3 normal = m_rayHit.m_normal;
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b3Vec3 point = m_rayHit.point;
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b3Vec3 normal = m_rayHit.normal;
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const b3Transform& xf = m_character->GetTransform();
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b3Vec3 n = point - xf.position;
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